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1.1 root 1: .TH MILLE 6
2: .SH NAME
3: mille \- card game
4: .SH SYNOPSIS
5: .B /usr/games/mille
6: [
7: .I file
8: ]
9: .SH DESCRIPTION
10: .I Mille
11: plays a two-handed game
12: reminiscent of
13: the Parker Brother's game of Mille Bournes.
14: If a file name is given on the command line,
15: the game saved in that file is started.
16: .PP
17: When a game is started up,
18: the bottom of the score window will contain a list of commands.
19: They are:
20: .TP
21: .B P
22: Pick a card from the deck.
23: This card is placed in the
24: .L P
25: slot in your hand.
26: .PD0
27: .TP
28: .B D
29: Discard a card from your hand.
30: To indicate which card,
31: type the number of the card in the hand
32: (or
33: .L P
34: for the just-picked card)
35: followed by a newline or space.
36: .TP
37: .B U
38: Use a card.
39: The card is again indicated by its number.
40: .TP
41: .B O
42: Sort the cards in your hand.
43: This command toggles on and off.
44: .TP
45: .B Q
46: Quit the game.
47: .TP
48: .B S
49: Save the game in a file.
50: You will be asked for a file name.
51: A newline without a name terminates the command, but not the game.
52: .TP
53: .B R
54: Redraw the screen from scratch.
55: .TP
56: .B W
57: Toggle window type.
58: This switches the score window between the startup window
59: (with all the command names)
60: and the end-of-game window.
61: The end-of-game window
62: saves time by eliminating the switch at the end of the game
63: to show the final score.
64: .SS Cards
65: The number of such cards appears after the card name:
66: .PP
67: .nf
68: .ne 10
69: .ta \w'Speed Limit (3)'u+3n \w'Speed Limit (3)'u+\w'End of Limit (6)'u+6n
70: Hazard Repair Safety
71: .sp
72: Out of Gas (2) Gasoline (6) Extra Tank (1)
73: Flat Tire (2) Spare Tire (6) Puncture Proof (1)
74: Accident (2) Repairs (6) Driving Ace (1)
75: Stop (4) Go (14) Right of Way (1)
76: Speed Limit (3) End of Limit (6)
77: .PP
78: .ce
79: 25 \- (10), 50 \- (10), 75 \- (10), 100 \- (12), 200 \- (4)
80: .SS Rules
81: The object of the game is to get a total of 5000 points
82: in several hands.
83: Each hand is a race to put down exactly 700 miles
84: before your opponent does, making points on the way.
85: .PP
86: The game is played with a deck of 101 cards.
87: .I Distance
88: cards represent a number of miles traveled:
89: 25, 50, 75, 100, and 200.
90: When one is played,
91: it adds that many miles to the player's trip so far this hand.
92: .I Hazard
93: cards prevent your opponent from putting down Distance cards.
94: They can only be played if your opponent has a
95: .I Go
96: card on top of the Battle pile.
97: The hazards are
98: `Out of Gas,' `Accident', `Flat Tire',
99: `Speed Limit and `Stop'.
100: .I Remedy
101: cards fix hazards:
102: `Gasoline', `Repairs', `Spare Tire', `End of Limit',
103: and `Go'.
104: .I Safety
105: cards prevent your opponent playing Hazard cards:
106: `Extra Tank', `Driving Ace', `Puncture Proof',
107: `Right of Way'.
108: .PP
109: The board is split into several areas.
110: From top to bottom, they are:
111: SAFETY AREA:
112: (unlabeled) where the safeties will be placed.
113: HAND:
114: The cards in your hand.
115: BATTLE:
116: This is the Battle pile.
117: where the Hazard and Remedy Cards are played,
118: excep Speed Limit and End of Limit.
119: Only the top card is displayed,
120: as it is the only effective one.
121: SPEED:
122: The Speed pile.
123: Speed Limit and End of Limit
124: cards are played here
125: to control the speed at which the player is allowed to put down miles.
126: MILEAGE :
127: Miles are placed.
128: The total of the numbers shown here is the distance traveled so far.
129: Not more than two 200-mile cards may be played in one turn.
130: .PP
131: The first pick alternates between the two players.
132: Each turn usually starts with a pick from the deck.
133: The player then plays a card,
134: or if this is not possible or desirable,
135: discards one.
136: Normally, a play or discard of a single card
137: constitutes a turn.
138: If the card played is a safety,
139: however,
140: the same player takes another turn immediately.
141: .PP
142: This repeats until one of the players reaches exactly 700 points
143: or the deck runs out.
144: If someone reaches 700,
145: they have the option of going for an `Extension',
146: which means that the play continues until 1000 miles.
147: .SS Hazards and Remedies
148: .IP Go
149: (Green Light)
150: must be the top card on your Battle pile
151: for you to play any mileage,
152: unless you have played Right of Way.
153: .IP Stop
154: is played on your opponent's
155: Go card.
156: .IP "Speed Limit"
157: is played on your opponent's Speed pile.
158: Until they play an End of Limit
159: they can only play 25 or 50 mile cards.
160: .IP "End of Limit"
161: is played on your Speed pile
162: to nullify a Speed Limit.
163: .IP "Out of Gas"
164: is played on your opponent's Go.
165: They must play Gasoline
166: and then Go before they can play any more mileage.
167: .IP "Flat Tire"
168: and Accident are played similarly.
169: .PP
170: .IP "Safety Cards"
171: prevent your opponent
172: from playing the corresponding Hazards
173: for the rest of the hand.
174: It cancels the hazard,
175: and entitles the player to an extra turn.
176: .IP "Right of Way"
177: prevents both Stop and Speed Limit cards and acts
178: as a permanent Go.
179: .PP
180: A hand ends whenever one player gets exactly 700 miles or the deck runs out.
181: In that case, play continues until someone reaches 700,
182: or neither player can use any cards in their hand.
183: If the trip is completed after the deck runs out,
184: this is called
185: .IR "Delayed Action" .
186: .PP
187: Coup Fourre:
188: This is a French fencing term for a counter-thrust move as part of a parry
189: to an opponents attack.
190: In Mille Bournes,
191: it is used as follows:
192: If an opponent plays a Hazard card,
193: and you have the corresponding Safety in your hand,
194: you play it immediately,
195: eve before
196: you draw.
197: This immediately removes the Hazard card from your Battle pile,
198: and protects you from that card for the rest of the game.
199: This
200: gives you more points.
201: .PP
202: .BR Scoring :
203: Scores are totaled at the end of each hand,
204: whether or not anyone completed the trip.
205: The terms used in the Score window are:
206: .PP
207: .nf
208: Milestones Played: sum of miles
209: Each Safety: 100 points
210: All 4 Safeties: 300 points
211: Each Coup Foure:
212: 300 points for each Coup Fourre accomplished.
213: Trip Completed: 400 points
214: Safe Trip: 300 points bonus for completing trip without 200 mile
215: Delayed Action:
216: 300 points for finishing after the deck was exhausted.
217: Extension: 200 points bonus for a 1000 mile trip.
218: Shut-Out: 500 points for completing while opponent has 0 miles
219: .PP
220: .SH AUTHOR
221: Ken Arnold
222: .SH "SEE ALSO"
223: .IR curses (3)
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